Quote Originally Posted by GoatOfWar View Post
because they were designed to do damage from the ground up.
Originally healers were given dps spells for one reason and one reason alone. And that reason was for solo play and the msq.

They were never intended to contribute dps in parties.

The problem stems from the fact that incoming damage is so low. Which again is deliberate by the devs because they don't want to overwhelm or stress healers or push people away from the role.

Encounter design is the games real issue.. tank self sustain isn't too high. Incoming damage is to low...

Healers are bored because incoming damage and stuff is so low that it takes no healing damage is far to scripted and predictable.

Ranged dps is busted because encounters are designed around unavoidable damage from raid wides.which means that ranged roles have to trade there power for survival.

So instead of the convention design where melee hit hard but have enough armor to take a few hits.

Casters hit even harder than melee at the cost of reduced mobility. There survival coming from magic barriers and control spells like binds and sleeps. Casting these spells costs dps.

Then you have physical ranged the old school glass cannons. Hit super hard. Are super mobile but are super squishy..

Melee should typically be among the weaker of the dps jobs as a trade for there survival and mobility.

Xiv encounter design breaks this paradigm though and everything loses its strength in exchange for extra survival. Burning a game where damage is the only thing that matters. Melee reign supreme because ranged gains nothing to compensate its lack of dps